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“I'll rule this court!”

Control Tower (CT) is often called a "Passing Center", a position which has both the rebounding and passing ability of Centers and Point Guards.

Overview[]

Who are they?[]

Control Towers are gifted with Power Forwards' Tussle and Centers' Rebound, and the rest of the attributes are all well-balanced. Initially, they are well-known for Offensive and Defensive purposes since it's equally distributed. As you notice all of the stats/attributes are not in <100.

What can they do?[]

Pros:

  • Very all-rounded position among the Biggies, due to their skillset Quick Jumper, Jump Pass, Alley-oop Pass, etc.
  • Can be a threat to both offense and defense.
  • Has the best offensive stats among the Bigs. E.g. 3pt Shot, No-Mark Shot, and Middle Shot.
  • CTs have almost obtain guards' skills among the Biggies.

Cons:

  • Really struggling to play against Cs, PFs and Power Type CTs.
  • Due to being versatile set, they don't have particular skill combo.
  • CTs are not "Carry" positions instead of "Support" Biggies.
  • CTs are outmatched by Cs and PFs in playing the post and under the rim.
  • CTs are not compatible with full swing play-style.

Comparison[]

~ CTs against among the big men (Cs and PFs). Let's assume that they are in Balanced Type.

Offense[]

  • Post Shot: C (178) > CT (153) = PF (153)
  • Middle Shot: CT (140) > PF (114) > C (102)
  • 3pt Shot: CT (114) > PF (89) > C (76)
  • Short Dunk: C (178) > PF (153) > CT (127)
  • Long Dunk: PF (178) > CT (114) > C (102)
  • Short Layup: C (186) > PF (165) > CT (127)
  • Long Layup: CT (114) = PF (114) > C (89)
  • Pass: CT (153) > PF (114) > C (102)

Defense[]

  • Steal: CT (102) > PF (76) > C (63)
  • Block: PF (178) > C (165) > CT (153)

Assets[]

  • Rebound: C (191) = CT (191) > PF (178)
  • Tussle: C (178) > PF (153) = CT (153)
  • Speed: CT (114) > PF (102) > C (76)
  • Stamina: CT (127) > PF (102) > C (89)

CONCLUSION: As you can see CTs offensively excel outside the paint (Long Layup, Middle Shot, 3pt Shot and Pass) rather than playing on the paint. Quite decent in defense having a closer gap points between Cs and PFs in Block and have an edge in Steal. In talent, Cs and CTs are tied in Rebound and tied in Tussle along with PFs next to Cs but excels in Speed and Stamina. Overall, CTs are well-balanced similar to SFs (equally only in Offense).

Playstyles[]

<This position CT (Control Tower) can be played in various roles such as:>

  • Defender CT/Paint Control: In this role, CT are being bullied by Cs and PFs because they lack in Box Out Swarm and Putback Dunk, which Cs and PFs have, to rival their rebounding capabilities. Actually, this kind of play must withdraw doing layups and shooting (3's and Mid Shots) unless if it is wide open. This play-style should be Power or Balanced and equipped with: Manual Block, Chip Out, Box Out (crucially), SP Box Out, Deny Intercept (optional), Tip In Shot, Tap Pass and/or Power Tab Pass (exclusively against Cs and PFs). P.S. Focus on Defense and Rebound.
  • Support: Usually pair with other Biggies or not, "Decoy" is an unrestricted role (Power, Shrewd, or Balanced) since they are playing mid-way games. This play-style is played with the following skills like Alley-oop Pass, Non-stop Pass, Jump Pass, Quick Jumper, Shoot Touch, etc. for Offense. On Defense, Box Out, Tip In Shot, Tap Pass, etc. (if paired with Biggies) if not, add Power Tab Pass, Chip Out, etc. The main role of this play-style is to disrupt the defenders (playing mind games :3) yet it takes a lot of dry runs to master.
  • Pillar - CT will be playing in various positions:

Pillar CT - usually all Bigs should provide a screen for the scorer and ready to retrieve or rebound the ball whenever it is blocked. Recommended Skills: Screen Body Check (it is a must for this play), SP Screen (very crucial for Pillar play-style), SP Stamina I or II and SP Speed I or II (new updated skills but optional).

Scorer - as the name suggests, CT should often help on offense while making open shots when the scorer is in a tight situation. Add at least Shoot Touch for offense while the rest for rebound and defense.

Double Dash - this type of play is similar to Pillar but acts to misdirect the defenders. This play-style usually plays in Balanced or Shrewd Type. Equipped Skills: Pick & Move, SP Screen, Pass & Run, Shoot Touch, SP 3pt Shot, Quick Change (Deck Name: I'm here) are mainly on offense.

Carry CT[]

This role can be played in three (3) positions:

Semi-Swing: CTs are mainly composed of Shoot Touch, Turn Around Fade Away, Pass & Run, Sky Hook Shot, Post Up Quick Change, Hook Shot, Turning Shot, Jump Pass, Double Clutch (Deck Name: Play Together) etc. for the offense. Note: This Offensively role must not exceed beyond the 3pt line, Good Luck or Do your worst >:P .

Pseudo-playmaker: This carry style CT only draws the attention of the opposing Big to provide an easy basket to a dash teammate against them. This build type must be Power or Balanced. This playstyle must concentration offensively only in Passing and shooting outside the paint or Middle Shot, but not doing layups and post shot unless if wide open, with the following skills: Alley-oop Pass (crucial for faux-dash plays), Shoot Touch (vital if your guard doesn't pay attention), Post Up Keeping, Hand to Hand Pass, etc. While in Defense, spend some points in Tussle since if you're against Paint Big and try to harass with Deny Intercept (Note: This skill will activate on certain time, chances or luck so usually it is optional), Manual Block, Power Block, etc. while the others such as: Block Pass, Block & Catch, etc. are optional if you know how to use it. Lastly, Rebounding must be the priority before the Offense.

3PT CT: This kind of play-style is precisely to shoot 3's as much as possible and played in Shrewd Type. 3PT CT must consider and attain with SPC Collection (Buzzer Beater, 3pt After Rebound, Naughty Kitties are Dominating the Court or Counterattack Chance! depending upon its choice), 3pt Toy (if kinda lucky >0< ), and having good set of Cards (SP#5 Toy Edition Deck) *Ahem*

Character[]

Name Team Height (cm)
Jerome Basic 198
Cecile Basic 185
Edwin Basic 200
Jack* Buzzer Beater 193
Big Joe* Buzzer Beater 205
Leo* Buzzer Beater 200
Lyoid* Buzzer Beater 215
Hakkai The West 190
Gojyo The West 210
Liu Naughty Kitties 189
Grace Noble 190
Nick Black Lightning 202
Simon Rick Team SLAM 194
Giant-G Team SLAM 205
Cloud Ace of Wulin 190
Rain Ace of Wulin/

Moonlight Creed**

200
Dr. Isaac Team Prototype 201
Jasime** Silver Foxes** 171
Anne** Silver Foxes** 173
Ashley** Silver Foxes** 175
M.C. AA** Cold Eyes** 190
Dominic** Wild Rookies** 203
Snow** Moonlight Creed** 180

* Buzzer Beater characters such as Leo, Lyoid, Jack and Big Joe are now available to become CT (Control Tower). Position Breakers used to be only level 12 at the start but you can now create level 1 character.

** Since due to insufficient and unavailable articles, with further ado and apology, it is restricted to develop further informations about these Characters and Teams.

Skills[]

Default Skills[]

Kill Pass I
Killpass Allows you to make a quick pass while heavily defended or Initiate a quick pass on your open teammate. Kill Pass: speed↑ +24
Post Push I
Postpush While Defending, move your opponent away from the post Acquire Post Push
SP Middle Shot III
Spmiddleshot When Equipped, your success rate for a Middle Shot becomes substantially high Middle Shot success↑ +48
SP Pass III
Sppass When Equipped, Pass speed increases and you are less likely to be Intercepted Entry Pass Speed +48

Entry Pass Intercept resistance +48
Kick out Pass speed +48
Kick out Pass Intercept resistance +48

Post Shot Focus III
Postshotfocus When Equipped, Post Shot is less likely to be affected by Defense Post Shot: def. resist.↑ + 48
SP Middle Shot Focus II
Middleshotfocus When Equipped, Middle Shot is less likely to be affected by

Defense

Middle Shot: def resist +24
LV: 24
P
0 (Suggested)

Skill Shop[]

Turning Shot III
Turningshot From under the post, perform a turn shot Turning Shot: success↑ + 48
LV: 2
P
1000
Box Out I
Boxout Push your opponent to get a better rebounding position Acquire Box Out
LV: 2
P
5000
Hook Shot III
Hookshot Perform a shot from your side avoiding frontal defense Hook Shot: success↑ +48
LV: 4
P
2000
Direct Pass I
Directpass Select which teammate to pass with Q/E Acquired Direct Pass
LV: 6
P
3000
Deny Intercept I
Denyintercept Automatically catch the ball when you defend a pass Deny Intercept: success↑ +48
LV: 8
P
9000
Tip In Shot III
Tipin Tip the ball back in after a shot bounces off the rim Tip In Shot: success↑ +48
LV: 10
P
5000
Quick Jumper II
Quickjumper Perform a quick Jump Shot as soon as you receive a Pass Quick Jumper: Act. speed +36
LV: 10
P
6000
Manual Block III
Manualblock Manually select the direction of your block extending the range Manual Block: range↑ +48
LV: 12
P
5000
Non-stop Pass I
Nonstoppass Pass the ball quickly as soon as you receive a pass Acquire Non-stop Pass
LV: 14
P
4000
Pass and Run I
Pass&run Make a short dash after making a pass Acquire Pass and Run
LV: 16
P
7000
Post Up Keeping I
Postupkeeping Confuse your opponent by driving left or right while Post Up Keeping State Acquired Post Up Keeping
LV: 16
P
5000
Manual Layup II
Manuallayup Perform a Layup on your chosen direction Manual Layup: angle↑ +36
LV: 18
P
6000
Block Pass III
Blockpass Successfully block the ball then pass towards your teammate Block Pass: success↑ +48
LV: 20
P
4000
Alley-oop Pass I
Alleyops Perform an alley-oop pass, your teamate must press F Acquire Alley-oop Pass
LV: 22
P
7000
SP Screen II
Spscreen Increases the width of your screen Screen: collision angle↑ +24
LV: 24
P
7000
Tap Pass I
Tappass Pass the ball to the closest teammate for Rebound. Acquired Tap Pass
LV: 24
P
12000
Chip Out II
Chipout Chip the ball out of your opponents reach when you are Rebounding from a disadvantaged position Chip Out: range↑ +36
LV: 24
P
5000
Backwards Two Step II
Backward2step Confuse the opponent with a drive step back drive maneuver while using Post Up Drive Backward Two Step: speed↑ +36
LV: 24
P
6000
Power Tab Pass I
Powertappass Tap the Ball towards your teammate denying the opponents Acquire Power Tab Pass
LV: 24
P
6000
Post Up Drive Fake II
Postupdrivefake Change direction twice while Post Up Drive Acquire Post Up Drive Fake
LV: 24
P
4000
Sky Hook Shot III
Skyhook Perform a hook shot with a higher shooting arc and side angle Sky Hook: Shot success↑ +48
LV: 24
P
8000
Power Block I
Powerblock Block the ball with a strong motion to bounce it off the court floor Acquire Power Block
LV: 24
P
8000
Shoot Touch II
Shoottouch Successfully matching the shooting gauge will increase shot success rate and deny defense Shoot Touch: success↑ +36
LV: 24
P
9000
Hand to Hand Pass I
Hand2handpass Pass to a teammate while in a Post Up Keeping or Post Up stance Acquire Hand to Hand Pass
LV: 24
P
10000
Pick & Move II
Pick&move Move faster after a fake Screen or move faster when defender and screen crash. (Pick & Slip/Roll/Pop is available.) Pick & Slip/Roll/Pop is available.
LV: 24
P
15000
Turn Around Fade Away III
Turnaroundfadeaway Perform a Fade Away shot while in a Post Up keeping or Post Up stance Turn Around Fade Away: success↑ +48
LV: 24
P
12000
Jump Pass II
Jumppass Fake a layup or Dunk and instead perform a pass Jump Pass: range +36
LV: 24
P
10000
SP 3pt Shot I
Sp3pt Increases the chance of a successful 3pt shot 3pt : success↑ +12
LV: 24
P
10000
SP Box Out II
Spboxout Increases the speed of your Box out movement Box Out: speed↑ +36
LV: 24
P
11000
Post Up Quick Change II
Postupquickchange As soon as you receive a pass during Post Up you can drive in faster Post Up Quick Change: speed↑ +36
LV: 24
P
12000
Block & Catch I
Blockcatch Block and catch the ball simultaneously when your opponent makes a shot, layup or dunk Block&Catch: success↑ +24
LV: 24
P
12000
SP Dunk Activation II
Spdunkactivate Increase your chance in performing dunks Short Dunk: success +24

Long Dunk: success +12

LV: 24
P
20000
SP Dunk Success II
Spdunk Increase the chance of a successful dunk Short Dunk: success +24

Long Dunk: success +24

LV: 24
P
18000
SP Dunk Focus II
Dunkfocus When equipped, your dunks are harder to defend Short Dunk: def resist +24

Long Dunk: def resist +24

LV: 24
P
22000
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